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  2. Killer Bunnies and the Quest for the Magic Carrot - Wikipedia

    en.wikipedia.org/wiki/Killer_Bunnies_and_the...

    Also included are 8 defense cards, and a cabbage and a water card. The cabbage and water cards give the player only 1/2 cabbage or 1/2 water, respectively. The Perfectly Pink booster deck (2006) adds Pink Bunnies, which are similar to Red Bunnies, but are more powerful. It also adds Ranks which must be assigned to bunnies, allowing the player ...

  3. Reader Rabbit - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit

    Reader Rabbit is an educational video game franchise created in 1984 by The Learning Company.The series is aimed at children from infancy to the age of nine. In 1998, a spiritual successor series called The ClueFinders was released for older students aged seven to twelve.

  4. Super Bunny - Wikipedia

    en.wikipedia.org/wiki/Super_Bunny

    Landing on ("eating") the carrot turns the rabbit into Super Bunny, at which point he must return to the starting position, dispatching creatures and earning points. The game has a different saying and song for each level (e.g., "crunch those critters" and the song "Here Comes Peter Cottontail!"). Super Bunny is credited in the game's splash ...

  5. Reader Rabbit Kindergarten - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit_Kindergarten

    Reader Rabbit Kindergarten was the 8th top-selling educational software across nine retail chains (representing more than 40 percent of the U.S. market) in the week ending on January 10, 1998. [4] A March article said the game finished at number 14 in a ranking of the ranking of best-selling educational software. [ 5 ]

  6. Reader Rabbit: 1st Grade - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit:_1st_Grade

    Reading Tutor said the game was a prime example of how Reader Rabbit puts educational games in the context of an interesting story line. [13] Jeffrey Kessler who worked as a Learning Specialist for the Reader Rabbit franchise described the game as a clever mix of math, reading, art and emotion rather than a year's curriculum. [ 14 ]

  7. Reader Rabbit's Ready for Letters - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit's_Ready_for...

    The game was designed with a re-usability value, which help children develop new language skills and sharpen old ones. [2] The game allows for free exploration and offers activities that enable children to begin learning to read. [3] The modules included teach shape recognition, matching and basic word skills. [1]

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  9. Reader Rabbit's Interactive Reading Journey - Wikipedia

    en.wikipedia.org/wiki/Reader_Rabbit's_Interactive...

    Designed for ages 4 till 7, the game introduces the new main characters Mat the Mouse and Sam the Lion who accompany Reader. It was then re-released in 1997 under the title Reader Rabbit's Interactive Reading Journey For Grades K-1, followed by another in 1998 titled Reader Rabbit's Reading Ages 4–6 and a personalized version in 1999.